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Ingame Numerical tests - Centralized compilation - sugestions for further tests welcome


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#101
corlist

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blaze55555 wrote...

Things I also wanna know:
How does Dark Channel Work v Armor & Barriers with the related rank 6 evolution (75% extra damage vs. armor/barriers)
How does damage bleed over into armor/health when the weapon/power used has an innate damage multiplier for the overshielding that was hit to get to the undershielding (I.E. Acolyte's damage v. health after breaking shields, if it carries over)
Verify that HS bonuses are Additive or Multiplicative, not Additive with each other; I.E. I see the following 2 options a lot:
Base_Damage * (1 + (All other additive damage bonuses) + Alternative_Additive_HS_Bonus) * HS_Modifier_(2.5x) = (# here, and OK or Not OK)
or
Base_Damage * (1 + (All other additive damage bonuses)) * Alternative_HS_Bonus * HS_Modifier_(2.5x) = (# here, and OK or Not OK)


Maybe it's more like:
Base_Damage * (1 + (All other additive damage bonuses)) * (Base_HS_Modifier + Alternative_HS_Modifier + Alternative_HS_Modifier_2 + etc.) = (# here, and OK or Not OK)
I can't help, but it would be cool to see if this calculation gets numbers that accurately fit with the resulting damage you see.


I've done a lot of headshot tests.

The actual headshot formula is.

Base_Damage * (1 + sum additives) * 2.5 OR 3 * (1 + sum headshot multiplicatives)

Source of additive headshot bonuses
Passives evo 4 +20% headshot
Vulenerability VI gear (20% at V)
Targetting VI weapon consumable (35% at III)

Source of multiplicative headshot bonuses
HP Cranial Trauma System mod (40% at V)
Marksman 25% headshot bonus (actually gives 31.25%)

So if a turian soldier with 30% weapon passives uses all of the above on a paladin X with marksman activated.

531.1 * (1 + 0.3 + 0.20 + 0.20 + 0.35) * 2.5 * (1 + 0.4 + 0.3125) = 4661.23234375

#102
peddroelm

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blaze55555 wrote...

How does Dark Channel Work v Armor & Barriers with the related rank 6 evolution (75% extra damage vs. armor/barriers)


There is an example of Dark Channel DOT ticks vs armor in OP ... Went for 75% extra damage (regular additive power bonus) (mainly because I want DC to be able to kill unprotected mooks faster (more damage vs health ))

The Extra damage vs Armor/Barrier evo I did not test.. But 99.99% its a multiplicative bonus vs those defense types ...



blaze55555 wrote...

How does damage bleed over into armor/health when the weapon/power used has an innate damage multiplier for the

overshielding that was hit to get to the undershielding (I.E. Acolyte's damage v. health after breaking shields, if it carries over))


Game typically compensates with the correct multipliers vs defense type ...Sometimes it messes up - bleed damage not as it should be but for the most part it gets it right ..

As a hypothetical example ...

Say you have a Acolyte shot that does 100 damage per shot (didn't check how much damage acolyte actually does - not relevant here) vs a target with 50 shields left ..

100 * 5 - 50 = 450 damage left to bleed trough ...

(450 / 5) * 0.25 = (450 * 0.25) / 5 = 22.5 should be applied to health ...Corlist might actually do an acolyte test for this ...

blaze55555 wrote...

Verify that HS bonuses are Additive or Multiplicative, not Additive with each other; I.E. I see the following 2

options a lot:


Corlist already answered this above .. Thow I would like to add that the bonus from ALL debuffs might be stacking with the default 2.5 headhsot modifier (only tested Tactical Scan)  for headshots so far ..

Also the 25% extra headshot damage evolution for tactical scan is bugged - does nothing ...

Modifié par peddroelmz, 14 septembre 2012 - 05:07 .


#103
corlist

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Multiplicative headshot bonuses modify the headshot first. Non-headshot Multiplicative bonuses add to the resulting product.

base_damage * (1 + sum additives) * ( 2.5 or 3 * (1 + sum headshot multiplicatives) + sum other multiplicatives )

AA
Asari Justicar
+5% WD
+45% PD
Warp + 20%, +15% expose
Predator (CTS , Scope)

Warp + Headshot on silver geth trooper
Observed
1237.5 - 527.842529296875 = 709.657470703125

Calculation
Warp
250 * 1.65 = 412.5
(412.5 * 0.75) + (412.5 * 0.25 * 1.15) = 427.96875

709.657470703125 - 427.96875 = 281.688720703125
73.5 * (1 + 0.05) * (2.5 * (1 + 0.4) + 0.15) = 281.68875

Modifié par corlist, 15 septembre 2012 - 02:54 .


#104
corlist

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Summary
Damage that bleeds through for the Acolyte working properly.
- Warp expose does not influence this division.
Acolyte ignores shield gate and armour DR.
Ability debuffs do not influence shield gate % directly.

Damage bleed through formula
Bleed through damage * shield gate penalty * (new multiplier / old multiplier)

AA
+5% WD
+45% PD

Warp (+20%/+15% expose/+50% pierce)
damage: 250 * 1.65 = 412.5

Acolyte X (EB/EM)
490 damage

All damage to shields/barriers round up
Shields Left: 11657.000000, Damage: 155.000000
//Warp impact (412.5 * 0.75) * 0.5 = 154.6875 (OK)
Shields Left: 11654.000000, Damage: 3.000000
//Warp dot tick: (412.5 * 0.25) * 1.15 * 0.5 * 0.05 = 2.96484375 (OK)
Shields Left: 11651.000000, Damage: 3.000000
Shields Left: 11648.000000, Damage: 3.000000
Shields Left: 11645.000000, Damage: 3.000000
Shields Left: 11642.000000, Damage: 3.000000
Shields Left: 11639.000000, Damage: 3.000000
Shields Left: 7976.000000, Damage: 3663.000000
//Acolyte shot: 490 * (1 + 0.05 + 0.25) * 5 * 1.15 = 3662.75 (OK)
Shields Left: 7973.000000, Damage: 3.000000
Shields Left: 7970.000000, Damage: 3.000000
Shields Left: 7792.000000, Damage: 178.000000
//2nd Warp impact (412.5 * 0.75) * 0.5 * 1.15 = 177.890625 (OK)
Shields Left: 7789.000000, Damage: 3.000000
Shields Left: 7786.000000, Damage: 3.000000
Shields Left: 7783.000000, Damage: 3.000000
Shields Left: 7780.000000, Damage: 3.000000
Shields Left: 4117.000000, Damage: 3663.000000
Shields Left: 4114.000000, Damage: 3.000000
Shields Left: 4111.000000, Damage: 3.000000
Shields Left: 4108.000000, Damage: 3.000000
Shields Left: 4105.000000, Damage: 3.000000
Shields Left: 4102.000000, Damage: 3.000000
Shields Left: 4099.000000, Damage: 3.000000
Shields Left: 436.000000, Damage: 3663.000000
Shields Left: 433.000000, Damage: 3.000000
Shields Left: 430.000000, Damage: 3.000000
Shields Left: 427.000000, Damage: 3.000000
Shields Left: 424.000000, Damage: 3.000000
Shields Left: 421.000000, Damage: 3.000000
Shields Left: 418.000000, Damage: 3.000000
Shields Left: 415.000000, Damage: 3.000000
Shields Left: 412.000000, Damage: 3.000000
Shields Left: 409.000000, Damage: 3.000000
Shields Left: 406.000000, Damage: 3.000000
Shields Left: 403.000000, Damage: 3.000000
Shields Left: 400.000000, Damage: 3.000000
Shields Left: 397.000000, Damage: 3.000000


Shields Left: 0.000000, Damage: 397.000000
Prime Armour: 16221.84961 -653.15039
//Bleed through 
//Acolyte shot: 490 * (1 + 0.05 + 0.25) * 5 * 1.15 = 3662.75
//Bleed through: (3662.75 - 397) * (1 / 5) = 653.15 (OK) (ignores shield gate)

Prime Armour: 16208.507813 -13.341797
//Warp dot tick: (412.5 * 0.25) * 1.15 * 2.25 * 0.05 = 13.341796875 (OK)
Prime Armour: 16195.166016 -13.341797
Prime Armour: 16181.824219 -13.341797
Prime Armour: 15449.274414 -732.549805
//Acolyte shot: 490 * (1 + 0.05 + 0.25) * 1.15 = 732.55 (OK) (ignores armour DR)
Prime Armour: 15435.932617 -13.341797
Prime Armour: 15422.590820 -13.341797
Prime Armour: 15409.249023 -13.341797
Prime Armour: 15395.907227 -13.341797
Prime Armour: 15382.565430 -13.341797
Prime Armour: 15369.223633 -13.341797

============================================================

Warp on gold prime with 160 shields / full armour
Shields Left: 5.000000, Damage: 155.000000
//Warp impact (412.5 * 0.75) * 0.5 = 154.6875 (OK)
Shields Left: 2.000000, Damage: 3.000000
//Warp dot tick: (412.5 * 0.25) * 1.15 * 0.5 * 0.05 = 2.96484375 (OK)

Shields Left: 0.000000, Damage: 2.000000
Prime Armour: 16870.658203 -4.341797 
//Bleed through 
//Warp dot tick bleed through: 2.96484375 - 2 = 0.96484375
//0.96484375 * (2.25 / 0.5) = 4.341796875

Prime Armour: 16843.974609 -13.341797
...
Prime Armour: 16630.505859 -13.341797

============================================================

Jav IX vs silver centurion
1288.1 - (1288.1 - 1030.5) / 9 = 1259.478

Warp + headshot
Shields Left: 970, Damage: 155.0000000
(412.5 * 0.75) * 0.5 = 154.6875 (OK)
Shields Left: 967.000000, Damage: 3.000000
(412.5 * 0.25) * 0.5 * 0.05 * 1.15 = 2.96484375 (OK)
Shields Left: 964.000000, Damage: 3.000000
Shields Left: 961.000000, Damage: 3.000000
Shields Left: 958.000000, Damage: 3.000000

Shields Left: 0.000000, Damage: 958.000000
Health Left: 394.774902, Damage: 845.225098
//Bleed through
//1259.478 * (1 + 0.05 + 0.25) * (2.5 + 0.15) = 4338.90171
//(4338.90171 - 958.000000) * 0.25 = 845.2254275 (OK)

Health Left: 388.845214, Damage: 5.929688
...
Health Left: 299.899894, Damage: 5.929688

Modifié par corlist, 14 septembre 2012 - 10:36 .


#105
blaze55555

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I remember why I wanted to post that last one: I thought of something I wanted to know, and then forgot, but I started thinking of little things I would like more definitive answers to, so I decided on making a list, expecting the original to come back to me... it didn't... UNTIL NOW!!!

Oh boy... At first read, I was excited for Rank 6 Shield Boost evo for AR. I thought, "Really? Take the same role as ED or BC, but in a single rank, on the last evo of an offensive power?"
But in use... I was disappoint. I didn't notice at first, but it inevitably became obvious - I wasn't observing 100% of my shields coming back each time I activated it: Could you verify my new theory and put it in the OP:

I think the Shield bonus increases your max shields by 100%, so Human soldiers with no other powers but a rank 6 shield boost AR activating AR would be walking around with 1000 shields. I did however seem to notice, what appears to be, the power resetting your shield recharge delay to 0 every time you use it. It always appeared, at least, to start refilling my shields near-instantaneously whenever I used it.

Anywho: Is the 75% bonus on rank 6 DC:
a. Additive bonus that fits in the first set of parentheses when applicable (used v. barriers/armor)
b. A multiplicative bonus, that tacks on as *1.75
or
c. An additive multiplicative bonus that increases it's barrier/armor damage modifiers by an additive 75%?

i.e. it already has a bonus in damage to armor and barriers, innate; that info is in a game mechanics compilation thread, I believe, by Eric Fagnan, the balance thread dev; does it add to other regular damage bonuses, does it multiply with all other damage bonuses, or does it add to those barrier/armor damage multiplier hidden/unique bonuses then multiply with every other damage bonus..?

EDIT: Reading all the fast responses. You guys are awesome. I wonder if I can get you guys to test if your DPS increases if you play the game sitting up-side-down/on your head.

Modifié par blaze55555, 14 septembre 2012 - 11:29 .


#106
peddroelm

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blaze55555 wrote...

I remember why I wanted to post that last one: I thought of something I wanted to know, and then forgot, but I started thinking of little things I would like more definitive answers to, so I decided on making a list, expecting the original to come back to me... it didn't... UNTIL NOW!!!

Oh boy... At first read, I was excited for Rank 6 Shield Boost evo for AR. I thought, "Really? Take the same role as ED or BC, but in a single rank, on the last evo of an offensive power?"
But in use... I was disappoint. I didn't notice at first, but it inevitably became obvious - I wasn't observing 100% of my shields coming back each time I activated it: Could you verify my new theory and put it in the OP:

 

Adds 100% of your base shield HP  to your current max shield HP and heals you for 100% of your base shield HP ..
Translated
+500 shields to maximum shield capacity and +500 shield HP to your current shield amount

blaze55555 wrote... 

Anywho: Is the 75% bonus on rank 6 DC:


multiplicative *1.75 with the rest of the damage  when applied to armor/barriers ...

Modifié par peddroelmz, 14 septembre 2012 - 11:33 .


#107
peddroelm

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corlist wrote...

Multiplicative headshot bonuses modify the headshot first. Non-headshot Multiplicative bonuses add to the resulting product.

base_damage * (1 + sum additives) * ( 2.5 or 3 * (1 + sum headshot multiplicatives) + *sum other multiplicatives )
* sum other multiplicatives requires testing
...


Most probably the percentages from the various debuffs (proxy mine, tactical scan , cryo blast, biotic buble,warp ...) .. And we kind of know how they will stack ... I suspect they where headshot bonuses all along but - most of our testing for them involved body shots ...where they opperate without the headshot bonus  ...

So far we have confirmed that the Tactical Scan weapon damage bonus component and Warp pierce weapon bonus act like headshot bonuses ... (will add to the default 2.5 (or 3 or 3.5) headshot bonus in case of headshots ..) ..

Modifié par peddroelmz, 14 septembre 2012 - 01:28 .


#108
blaze55555

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It's getting confusing DX
Perhaps you should create a naming system. I.E. Each stat that affects damage would get one letter
the equation would then look like Damage = Base_Damage * (1 + SUM(a_modifiers)) * (1 + m_modifier) * (HSModBase + HS_Modifiers) etc.

In other words, every bonus to damage multiplies in somewhere, but it adds into to some parts.
classifying something as an "a_modifier" means it's a basic additive bonus and goes in the first mutliplicative bonus section, "b_modifier" would be any standalone multiplicative modifier which doesn't add with anything else... Okay, not only my idea, but my ability to explain what I mean is starting to fall apart. Basically, perhaps come up with simple variable identifiers, and in your conclusions for each debuff/buff, you label it as an a_modifier, for basic additive ones, m_modifer for mutliplicative ones, etc. and then your damage formula, wherever you show it, would use a format which shows where and how to multiply or add in then multiply each modifier type.

Did I recover from my logic train wreck?
My problem is coming from Corlist's massive list of HS modifier stats. On page 4 I believe he has a post which mentions that one type of HS bonus is multiplicative, and this other one is too, but if you put on a HP Cranial Trauma System mod, suddenly they work differently, and... I may have to read again if I'm just not processing right, but I'm getting lost... which isn't common to me and math. English? Yes. History? You can bet on that and win every time. Science? Not so much. Math? Pretty much never do I get confused! I swear!

#109
peddroelm

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blaze55555 wrote...

It's getting confusing DX

 

op here has perhaps the most updated (accurate) variation of the weapon damage formula  (all debuffs are actually head shot modifiers)

I'll get around updating the weapon damage formula thread at some point too... 

Modifié par peddroelmz, 15 septembre 2012 - 08:24 .


#110
Asebstos

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Not sure if this has been asked, but do any of the melee attacks, aside from the Geth heavy melee's supposed multiplier against armor, have damage multipliers vs specific defenses?

#111
Tybo

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Human Adept has 1.5 to armor and shields. Barrier is untested. I don't know about other melees.

#112
Asebstos

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Another question:
If you're using an ammo power and stick a sticky grenade to an enemy it will gain the ability of the ammo power. However, how much 'damage' is affected by the ammo power? For instance, if I have Incendiary Ammo and I stick a sticky to an enemy how much DOT does it take?

#113
peddroelm

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Asebstos wrote...

If you're using an ammo power and stick a sticky grenade to an enemy it will gain the ability of the ammo power. ..


:blink: That is news to me ..will test ..

Modifié par peddroelmz, 16 septembre 2012 - 06:12 .


#114
blaze55555

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Thanks, peddro, that is definitely a lot more helpful and clear (for me), but I was under the impression that PM uniquely can stack under one condition: Multiple people use it.

I.E. if you use warp on an enemy, then an ally uses a warp on the same enemy, their warp overrides your warp and the debuff becomes whichever warp was used on the aforementioned enemy last; whereas, with Proximity Mine, if someone else uses PM on the same enemy, then the debuffs stack, additively (In the HSmodifier section, apparently). I was under the impression that PM was the only power where teammates can't override your debuff, only you can.

Have you tested this? If yes, I'll take your word for it, but if not, mind double checking what you supposedly think is right, just to be certain?

Sidenote: Can you max Snap Freeze, Cryo Blast, Tactical Scan, and Proximity Mine on a team to make enemies uncapable of movement, and if so, how does that affect them? Can they just not run or can they not move enough to aim & shoot either? Can banshees still jump? Any info is helpful, once again. You guys are awesome!

#115
Zikel

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I just noticed that the proxy mines and Energy drain don't do the damage I expect them to do when used from cloak on a SI, and the proxy mines of GI. I think this is because the damage evolution on tactical cloak does not apply to powers, only the base 40% apply.

Can someone test it and back it up with some hard numbers ?

#116
Tybo

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Zikel wrote...

I just noticed that the proxy mines and Energy drain don't do the damage I expect them to do when used from cloak on a SI, and the proxy mines of GI. I think this is because the damage evolution on tactical cloak does not apply to powers, only the base 40% apply.

Can someone test it and back it up with some hard numbers ?


Exactly why do you think this?  I have my SI specced for TC damage, ED all damage, passive all power damage.

With a power amp 3 and op gear v, I can one shot ED Geth Hunter shields.  This is only possible if all multipliers apply:

220*(1+.9(ED)+.8(TC)+.45(passive)+.3(amp)+.1(gear))*3=2343.

Hunters have 2278 shields.

Modifié par tyhw, 17 septembre 2012 - 05:51 .


#117
Zikel

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tyhw wrote...

Zikel wrote...

I just noticed that the proxy mines and Energy drain don't do the damage I expect them to do when used from cloak on a SI, and the proxy mines of GI. I think this is because the damage evolution on tactical cloak does not apply to powers, only the base 40% apply.

Can someone test it and back it up with some hard numbers ?


Exactly why do you think this?  I have my SI specced for TC damage, ED all damage, passive all power damage.

With a power amp 3 and op gear v, I can one shot ED Geth Hunter shields.  This is only possible if all multipliers apply:

220*(1+.9(ED)+.8(TC)+.45(passive)+.3(amp)+.1(gear))*3=2343.

Hunters have 2278 shields.




Oh, alright , the formula worked differently then I tought. That explains it.

#118
peddroelm

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Zikel wrote...

I just noticed that the proxy mines and Energy drain don't do the damage I expect them to do when used from cloak on a SI, and the proxy mines of GI. I think this is because the damage evolution on tactical cloak does not apply to powers, only the base 40% apply.

Can someone test it and back it up with some hard numbers ?


PM cloak no cloak 

 720.000000 
400 * (1+0.8) = 720
+ cloak
1040.000000
400 * (1 + 0.8 + 0.8) = 1040

Works 

#119
Shampoohorn

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Pedro, I've got a question / test for you.

I've been using a melee specced QFI quite a bit lately and she's able to take down a Gold phantom in a single cloaked sabotage / heavy melee cycle.  That means she's able to do 4762.5 damage with those two attack which is much higher than she ought to be able to do.

Here are a few possible reasons for this as I see it:
1) Sabotage has a bonus vs shields AND Barriers
2) Heavy Melee is considered a tech power.
3) Power synergy or melee synergy are multiplicative bonuses not additivve.

This is the current build I'm using with an omniblade V on the saber.  Just using the narida tool I get the following numbers.  Not perfect, but a good starting point.  (edit:  the board formatting strips the omniblade from the build tool page for some reason.)

Maxed Sabotage: (825 + 75 from power synergy) * 1.5 from tech vulnerability = 1350

Maxed Melee: (2211 + 450 from martial artist) = 2661 

2661 + 1350 = 4011  and well below the 4762.5

This is best case  for damage with that gear, and is probably too high since the strength enhancer II bonus is wrong in the tool.

...  If it helps, I'll take some screenshots of the different damage points for her sabotage with and without mods or timed bonuses.  Maybe tonight.

Modifié par Shampoohorn, 17 septembre 2012 - 09:13 .


#120
Tybo

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It seems that your tech vulnerability theory is correct.

I used a QFI with 35% melee fitness and a juggernaut shield 4.

Expected melee=600*(1+.35+.085)=861 damage.

Geth Rocket Trooper shields: 1350-488=862

Sabotage, then melee

Geth Rocket Trooper shields: 1350-58=1292
600*(1+.35+.085)*1.5=1291.5 OK

Modifié par tyhw, 17 septembre 2012 - 09:36 .


#121
peddroelm

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tyhw wrote...

It seems that your tech vulnerability theory is correct.

I used a QFI with 35% melee fitness and a juggernaut shield 4.

Expected melee=600*(1+.35+.085)=861 damage.

Geth Rocket Trooper shields: 1350-488=862

Sabotage, then melee

Geth Rocket Trooper shields: 1350-58=1292
600*(1+.35+.085)*1.5=1291.5 OK

Cool find. The other things are also possible (haven't checked them, and don't plan on it unless you find something else odd, as:

600*(1+.95+.75+.4+.5+.2+.085)*1.25*1.5=4370.625, which is more than enough to kill a phantom when combined with sabotage.

Nice observation, I'm gonna have to try out this build now


Have you tried without sabotage ?  Heavy melee does get modifiers vs shields .. Corlist has data for all chars .. But was not online today ...

#122
Tybo

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Yeah, my first test was melee vs. rocket trooper shields. Did the expected damage with a 1x multiplier to shields

Expected melee=600*(1+.35+.085)=861 damage.

Geth Rocket Trooper shields: 1350-488=862

Further tests needed would be to see if the sabotage debuff would be multiplicative to the melee mod or not.  Just wanted to show that the theory that QFI melee is benefitting from sabotage debuff is correct.

Modifié par tyhw, 17 septembre 2012 - 10:11 .


#123
Shampoohorn

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tyhw wrote...
It seems that your tech vulnerability theory is correct.

I used a QFI with 35% melee fitness and a juggernaut shield 4.

Expected melee=600*(1+.35+.085)=861 damage.

Geth Rocket Trooper shields: 1350-488=862

Sabotage, then melee

Geth Rocket Trooper shields: 1350-58=1292
600*(1+.35+.085)*1.5=1291.5 OK

Cool find. The other things are also possible (haven't checked them, and don't plan on it unless you find something else odd, as:

600*(1+.95+.75+.4+.5+.2+.085)*1.25*1.5=4370.625, which is more than enough to kill a phantom when combined with sabotage.

Nice observation, I'm gonna have to try out this build now

Sweet.  Thanks for testing it out.  Just to clarify: in your post you have the omniblade as a multiplicative bonus. edit: never mind i just saw the link in the original post.


It's possible she's getting other bonuses to her melee as well, as I'm not sure that the bonus from martial artist is completely necessary to OHK a phantom.

It's an awesome build for Cerberus thanks too turrets, atlases and the OHK melee against all other factions.  She suffers a bit when there's a Shadow in the game, as we both go for the same targets and the Shadow has more mobility.  However, I like the QFI's sabo/melee better than the Shadow's strike/melee.  The trick is to learn the max distance for locking in the quarian's melee attack.  It's surprisingly far.

For reapers or geth she is much more weapon dependant, at least in my hands. 

Modifié par Shampoohorn, 17 septembre 2012 - 10:00 .


#124
Tybo

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Update: Sabotage debuff is multiplicative to melee mod multiplier.

Test:
QFI 35% melee damage bonus, Juggernaut IV (8.25%), Omniblade V

Heavy melee:
Geth trooper: 1856-779.7498=1076.2502
Expected: 600*(1+.35+.085)*1.25=1076.25 OK

Sabotage, then Heavy melee:
Geth trooper: 1856-241.6248=1614.3752
Expected: 600*(1+.35+.085)*1.25*1.5=1614.375 OK

Update 2:  However, QFI melee is not considered a tech attack.

Test:
QFI 35% melee damage bonus, Engineering kit III (10%)

Heavy melee:
Assault trooper: 1687.5-877.5=810
Expected: 600*(1+.35)=810.  Engineering kit is not adding any damage to melee

Modifié par tyhw, 17 septembre 2012 - 10:10 .


#125
corlist

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Preliminary results for all melee multipliers
Will probably make a new thread after all tests are finished...

-All melee except for N7 paladin assumed 100% vs health.
-All light melee except for N7 paladin assumed 100% vs everything.

All character heavy melees
No force damage for krogan even on ragdoll
-Assumed no force damage for any melee no matter what

Human soldier/engineer/vanguard/drell/krogan/batarian/turian/vorcha
75% vs armour
100% vs shields
100% vs barriers (only batarian tested, all in list assumed 100%)

Phoenix
150% vs armour
150% vs shields
150% vs barriers

N7 slayer
100% vs armour
100% vs barriers

Asari
150% vs armour
150% vs shields
150% vs barriers

Human Adept
150% vs armour
150% vs shields
150% vs barriers

N7 Destroyer
150% vs armour
150% vs shields
150% vs barriers

N7 Fury
100% vs armour
150% vs shields
150% vs barriers

N7 Demolisher
150% vs armour
150% vs shields
150% vs barriers

Light melee
batarian (does 4 hits)